
<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - buffer geometry custom attributes - particles</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				color: #ffffff;
				background-color: #000000;
				margin: 0px;
				overflow: hidden;
			}
			#info {
				position: absolute;
				top: 0px;
				width: 100%;
				padding: 5px;
				font-family: Monospace;
				font-size: 13px;
				text-align: center;
				font-weight: bold;
			}
			a {
				color: #fff;
			}
		</style>
	</head>

	<body>
		<p>test</p>
		<div id="container"></div>
		<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry custom attributes - particles</div>

		<script src="https://threejs.org/build/three.min.js"></script>
		<!-- <script src="../build/three.js"></script>
 -->
 		<script src="js/Detector.js"></script>
		<!-- <script src="js/Detector.js"></script> -->

		<script src="js/libs/stats.min.js"></script>
		<!-- <script src="js/libs/stats.min.js"></script> -->

		<script src="https://d3js.org/d3-collection.v1.min.js"></script>
		<script src="https://d3js.org/d3-dispatch.v1.min.js"></script>
		<script src="https://d3js.org/d3-dsv.v1.min.js"></script>
		<script src="https://d3js.org/d3-request.v1.min.js"></script>

		<script>
			d3.csv("HDL32.csv", function(error, data) {
			  if (error) throw error;
			  console.log(data); //
			});
		</script>

		<script type="x-shader/x-vertex" id="vertexshader">
			attribute float size;
			attribute vec3 customColor;
			varying vec3 vColor;
			void main() {
				vColor = customColor;
				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
				gl_PointSize = size * ( 300.0 / -mvPosition.z );
				gl_Position = projectionMatrix * mvPosition;
			}
		</script>

		<script type="x-shader/x-fragment" id="fragmentshader">
			uniform vec3 color;
			uniform sampler2D texture;
			varying vec3 vColor;
			void main() {
				gl_FragColor = vec4( color * vColor, 1.0 );
				gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
			}
		</script>


		<script>
		if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
		var renderer, scene, camera, stats;
		var particleSystem, uniforms, geometry;
		var particles = 100000;
		var WIDTH = window.innerWidth;
		var HEIGHT = window.innerHeight;
		init();
		animate();
		function init() {
			camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
			camera.position.z = 300;
			scene = new THREE.Scene();
			uniforms = {
				color:     { value: new THREE.Color( 0xffffff ) },
				texture:   { value: new THREE.TextureLoader().load( "spark1.png" ) }
			};
			var shaderMaterial = new THREE.ShaderMaterial( {
				uniforms:       uniforms,
				vertexShader:   document.getElementById( 'vertexshader' ).textContent,
				fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
				blending:       THREE.AdditiveBlending,
				depthTest:      false,
				transparent:    true
			});
			var radius = 200;
			geometry = new THREE.BufferGeometry();
			var positions = new Float32Array( particles * 3 );
			var colors = new Float32Array( particles * 3 );
			var sizes = new Float32Array( particles );
			var color = new THREE.Color();
			for ( var i = 0, i3 = 0; i < particles; i ++, i3 += 3 ) {
				positions[ i3 + 0 ] = ( Math.random() * 2 - 1 ) * radius;
				positions[ i3 + 1 ] = ( Math.random() * 2 - 1 ) * radius;
				positions[ i3 + 2 ] = ( Math.random() * 2 - 1 ) * radius;
				color.setHSL( i / particles, 1.0, 0.5 );
				colors[ i3 + 0 ] = color.r;
				colors[ i3 + 1 ] = color.g;
				colors[ i3 + 2 ] = color.b;
				sizes[ i ] = 10;
			}
			geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
			geometry.addAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
			geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
			particleSystem = new THREE.Points( geometry, shaderMaterial );
			scene.add( particleSystem );
			renderer = new THREE.WebGLRenderer();
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( WIDTH, HEIGHT );
			var container = document.getElementById( 'container' );
			container.appendChild( renderer.domElement );
			stats = new Stats();
			container.appendChild( stats.dom );
			//
			window.addEventListener( 'resize', onWindowResize, false );
		}
		function onWindowResize() {
			camera.aspect = window.innerWidth / window.innerHeight;
			camera.updateProjectionMatrix();
			renderer.setSize( window.innerWidth, window.innerHeight );
		}
		function animate() {
			requestAnimationFrame( animate );
			render();
			stats.update();
		}
		function render() {
			// var time = Date.now() * 0.005;
			// particleSystem.rotation.z = 0.01 * time;
			var sizes = geometry.attributes.size.array;
			// for ( var i = 0; i < particles; i++ ) {
			// 	sizes[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
			// }
			//geometry.attributes.size.needsUpdate = true;
			renderer.render( scene, camera );
		}
	</script>

</body>
</html>